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A little unsure of how to continue the formatting of this scene, so I'm
going to just add it in new again. Might be troubles encountered with
multiple posts of this thing at about the same time, which will cause
dropping out of scene code on occasion.
//BEGIN my change
camera {
location <-100, 10, -100>
sky <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<-1000, 800, -2000>
color rgb<1, 1, 1>
}
plane {
<0, 1, 0>, 0
pigment {
color rgb<1, 1, 1>
}
}
//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
normal {waves .4 turbulence .2 scale .1 phase clock}
finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
translate <3,5,-7>*4
}
#declare C=C+1;
#end
//bobs part one
//END my change
gemelli david wrote:
>
> Hi,
> a few days ago, I posted an image called "foggy scene" in
> binaries.images
> and received very good suggestions. The problem is, I am not able to
> make
> everything, because:
> - there are a lot of things I am not good enough to do.
> - my computer is very slow (486DX2-66 8Mo).
> This gave me an idea, I don't know if it has been tried before (you did
> it
> with a poem I don't remember when):
> I posted an 'empty' scene, just a white floor, a camera and a light in
> scenes-text and the resulting image (very short !) in binaries.image
> with
> the name "a little game".
> What I suggest is that anyone who has an idea, take the source, post a
> message telling he is working on it and when it will be finished then
> post
> the results to the different groups (image and source).
> The main idea is that you can add what you want, even if it bears no
> relation
> to (I took this expression from my French/English dictionary, so ?) the
> rest
> of the scene or if it is a new part of an existing object, but you can't
>
> modify something that was already done. It may be preferable that the
> thing
> you add is a little/simple thing or a part of something.
> I am curious to see what can be resulting of this !
> Please tell me if you find this stupid or useless, maybe I am the only
> one to
> think it should be funny ?
>
> David GEMELLI
>
> ------------------------------------------------------------------------
> // OK, that's it. The White plane is all yours
> // Feel free to add any comments you want !
>
> camera {
> location <-100, 10, -100>
> sky <0, 1, 0>
> look_at <0, 0, 0>
> }
>
> light_source {
> <-1000, 800, -2000>
> color rgb<1, 1, 1>
> }
>
> plane {
> <0, 1, 0>, 0
> pigment {
> color rgb<1, 1, 1>
> }
> }
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
Post a reply to this message
Attachments:
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I "checked out" the scene. Please don't change it. I'll check it back in
soon, with my added object.
Johannes.
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And here the scenefile after my addition...
Johannes
camera {
location <-100, 10, -100>
sky <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<-1000, 800, -2000>
color rgb<1, 1, 1>
}
plane {
<0, 1, 0>, 0
pigment {
color rgb<1, 1, 1>
}
}
//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
normal {waves .4 turbulence .2 scale .1 phase clock}
finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
translate <3,5,-7>*4
}
#declare C=C+1;
#end
//bobs part one
//Johannes' part 1
union {
superellipsoid { <0.1, 0.1> }
superellipsoid { <1.0, 0.1> translate 0.93*y }
superellipsoid { <1.0, 0.1> translate 0.93*x }
material
texture
pigment { color rgb <0.8, 0.0, 0.0> }
finish {
ambient 0.2
diffuse 0.3
brilliance 0.099
phong 1.0
phong_size 4.3
specular 0.22
roughness 0.001
}
}
}
scale <2.5, 2.5, 1.25>
rotate <0, 0, 45>
translate <-80, 3.3, -70>
}
//End Johannes' part 1
Post a reply to this message
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Johannes Hubert wrote:
> And here the scenefile after my addition...
>
> Johannes
HEY !! Mr. Tyler has it. It shall return.
--
Ken Tyler
tyl### [at] pacbellnet
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Hello..
I'll be waiting for it, I think I have something.. (Prepare for RENDER time...)
//Spider
Ken wrote:
>
> Johannes Hubert wrote:
>
> > And here the scenefile after my addition...
> >
> > Johannes
>
> HEY !! Mr. Tyler has it. It shall return.
>
> --
> Ken Tyler
>
> tyl### [at] pacbellnet
Post a reply to this message
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Ken wrote:
> HEY !! Mr. Tyler has it. It shall return.
It returneth.
Next person !
--
Ken Tyler
tyl### [at] pacbellnet
camera {
location <-100, 10, -100>
sky <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<-1000, 800, -2000>
color rgb<1, 1, 1>
}
plane {
<0, 1, 0>, 0
pigment {
color rgb<1, 1, 1>
}
}
//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
normal {waves .4 turbulence .2 scale .1 phase clock}
finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
translate <3,5,-7>*4
}
#declare C=C+1;
#end
//bobs part one
//Johannes' part 1
union {
superellipsoid { <0.1, 0.1> }
superellipsoid { <1.0, 0.1> translate 0.93*y }
superellipsoid { <1.0, 0.1> translate 0.93*x }
material{
texture{
pigment { color rgb <0.8, 0.0, 0.0> }
finish {
ambient 0.2
diffuse 0.3
brilliance 0.099
phong 1.0
phong_size 4.3
specular 0.22
roughness 0.001
}
}
}
scale <2.5, 2.5, 1.25>
rotate <0, 0, 45>
translate <-80, 3.3, -70>
}
//End Johannes' part 1
// Start Ken 3of3
#declare Obelisk =
intersection{intersection{intersection{
plane{x,0 rotate 5*z translate 9*x }
plane{x,0 rotate 5*z translate 9*x rotate 90*y }
plane{x,0 rotate 5*z translate 9*x rotate 180*y }
plane{x,0 rotate 5*z translate 8*x rotate 270*y}}
plane{x,0 rotate 30*z translate 5*x translate 60*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 90*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
plane{y,0 inverse}}
cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
#declare OBTex =
texture{pigment{granite turbulence 5 color_map{
[.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
[.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
finish{ambient .4 diffuse .35}}
#declare Obelisk_Set =
union{
object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale 10}}
object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale 10}}}
union{
#declare A = 0;
#while (A<10)
object{Obelisk_Set translate 250*z*A}
#declare A=A+1; #end rotate 45*y}
fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3
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I'm at it.
//Spider
Ken wrote:
>
> Ken wrote:
> > HEY !! Mr. Tyler has it. It shall return.
>
> It returneth.
>
> Next person !
>
> --
> Ken Tyler
>
> tyl### [at] pacbellnet
>
> camera {
> location <-100, 10, -100>
> sky <0, 1, 0>
> look_at <0, 0, 0>
> }
>
> light_source {
> <-1000, 800, -2000>
> color rgb<1, 1, 1>
> }
>
> plane {
> <0, 1, 0>, 0
> pigment {
> color rgb<1, 1, 1>
> }
> }
>
> //bobs part one
> #declare C=1;
> #while (C<9)
> sphere {0,1
> pigment {rgb C/10 filter C/9}
> normal {waves .4 turbulence .2 scale .1 phase clock}
> finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
> reflection .25
> irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
> interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
> scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
> translate <3,5,-7>*4
> }
> #declare C=C+1;
> #end
> //bobs part one
>
> //Johannes' part 1
> union {
> superellipsoid { <0.1, 0.1> }
> superellipsoid { <1.0, 0.1> translate 0.93*y }
> superellipsoid { <1.0, 0.1> translate 0.93*x }
> material{
>
> texture{
>
> pigment { color rgb <0.8, 0.0, 0.0> }
> finish {
> ambient 0.2
> diffuse 0.3
> brilliance 0.099
> phong 1.0
> phong_size 4.3
> specular 0.22
> roughness 0.001
> }
> }
> }
> scale <2.5, 2.5, 1.25>
> rotate <0, 0, 45>
> translate <-80, 3.3, -70>
> }
> //End Johannes' part 1
>
> // Start Ken 3of3
> #declare Obelisk =
> intersection{intersection{intersection{
> plane{x,0 rotate 5*z translate 9*x }
> plane{x,0 rotate 5*z translate 9*x rotate 90*y }
> plane{x,0 rotate 5*z translate 9*x rotate 180*y }
> plane{x,0 rotate 5*z translate 8*x rotate 270*y}}
> plane{x,0 rotate 30*z translate 5*x translate 60*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 90*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
> plane{y,0 inverse}}
> cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
>
> #declare OBTex =
> texture{pigment{granite turbulence 5 color_map{
> [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
> [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
> finish{ambient .4 diffuse .35}}
>
> #declare Obelisk_Set =
> union{
> object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale 10}}
> object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale 10}}}
>
> union{
> #declare A = 0;
> #while (A<10)
> object{Obelisk_Set translate 250*z*A}
> #declare A=A+1; #end rotate 45*y}
>
> fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
> // End Ken 3of3
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Done..
Added a sky.
camera {
location <-100, 10, -100>
sky <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<-1000, 800, -2000>
color rgb<1, 1, 1>
}
plane {
<0, 1, 0>, 0
pigment {
color rgb<1, 1, 1>
}
}
//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
normal {waves .4 turbulence .2 scale .1 phase clock}
finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
translate <3,5,-7>*4
}
#declare C=C+1;
#end
//bobs part one
//Johannes' part 1
union {
superellipsoid { <0.1, 0.1> }
superellipsoid { <1.0, 0.1> translate 0.93*y }
superellipsoid { <1.0, 0.1> translate 0.93*x }
material{
texture{
pigment { color rgb <0.8, 0.0, 0.0> }
finish {
ambient 0.2
diffuse 0.3
brilliance 0.099
phong 1.0
phong_size 4.3
specular 0.22
roughness 0.001
}
}
}
scale <2.5, 2.5, 1.25>
rotate <0, 0, 45>
translate <-80, 3.3, -70>
}
//End Johannes' part 1
// Start Ken 3of3
#declare Obelisk =
intersection{intersection{intersection{
plane{x,0 rotate 5*z translate 9*x }
plane{x,0 rotate 5*z translate 9*x rotate 90*y }
plane{x,0 rotate 5*z translate 9*x rotate 180*y }
plane{x,0 rotate 5*z translate 8*x rotate 270*y}}
plane{x,0 rotate 30*z translate 5*x translate 60*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 90*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
plane{y,0 inverse}}
cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
#declare OBTex =
texture{pigment{granite turbulence 5 color_map{
[.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
[.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
finish{ambient .4 diffuse .35}}
#declare Obelisk_Set =
union{
object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale 10}}
object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale 10}}}
union{
#declare A = 0;
#while (A<10)
object{Obelisk_Set translate 250*z*A}
#declare A=A+1; #end rotate 45*y}
fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3
//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some mountains in the
bkg,
but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood.... (Hmm... 24 trees,
*48
(Gnarled trees.))
#declare fast=false; //Set this to true to remove some skies. (Good for speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
<0,0,0>,SkyOut
hollow
#if(fast=true) pigment { colour red 1 } #else
pigment {
bozo
turbulence <0.70,0.4,0.7>
octaves 3 omega 1/6 lambda 2.5
color_map {
[0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600, 0.650> ]
[0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100, 0.200> ]
}
scale <3, 1, 3> scale SkyScale
}
rotate <clock*360, -clock*240, clock*120>
#end
}
sphere { //Sky layer 2
<0,0,0>, SkyIn
hollow
#if(fast=true) pigment { colour red 1 } #else
pigment {
bozo
turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
color_map {
[0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75, 0.75> ]
[0.25 color rgbf 1] [1.001 color rgbf 1] }
scale <6, 1, 6> scale SkyScale
}
rotate <clock*240, -clock*320, clock*180>
#end
}
//End Spider 1
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I'm going to add a bit, should be done in a few hours...
Spider wrote:
> Done..
> Added a sky.
> camera {
> location <-100, 10, -100>
> sky <0, 1, 0>
> look_at <0, 0, 0>
> }
>
> light_source {
> <-1000, 800, -2000>
> color rgb<1, 1, 1>
> }
>
> plane {
> <0, 1, 0>, 0
> pigment {
> color rgb<1, 1, 1>
> }
> }
>
> //bobs part one
> #declare C=1;
> #while (C<9)
> sphere {0,1
> pigment {rgb C/10 filter C/9}
> normal {waves .4 turbulence .2 scale .1 phase clock}
> finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
> reflection .25
> irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
> interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
> scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
> translate <3,5,-7>*4
> }
> #declare C=C+1;
> #end
> //bobs part one
>
> //Johannes' part 1
> union {
> superellipsoid { <0.1, 0.1> }
> superellipsoid { <1.0, 0.1> translate 0.93*y }
> superellipsoid { <1.0, 0.1> translate 0.93*x }
> material{
>
> texture{
>
> pigment { color rgb <0.8, 0.0, 0.0> }
> finish {
> ambient 0.2
> diffuse 0.3
> brilliance 0.099
> phong 1.0
> phong_size 4.3
> specular 0.22
> roughness 0.001
> }
> }
> }
> scale <2.5, 2.5, 1.25>
> rotate <0, 0, 45>
> translate <-80, 3.3, -70>
> }
> //End Johannes' part 1
>
> // Start Ken 3of3
> #declare Obelisk =
> intersection{intersection{intersection{
> plane{x,0 rotate 5*z translate 9*x }
> plane{x,0 rotate 5*z translate 9*x rotate 90*y }
> plane{x,0 rotate 5*z translate 9*x rotate 180*y }
> plane{x,0 rotate 5*z translate 8*x rotate 270*y}}
> plane{x,0 rotate 30*z translate 5*x translate 60*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 90*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
> plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
> plane{y,0 inverse}}
> cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}
>
> #declare OBTex =
> texture{pigment{granite turbulence 5 color_map{
> [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
> [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
> finish{ambient .4 diffuse .35}}
>
> #declare Obelisk_Set =
> union{
> object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale 10}}
> object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale 10}}}
>
> union{
> #declare A = 0;
> #while (A<10)
> object{Obelisk_Set translate 250*z*A}
> #declare A=A+1; #end rotate 45*y}
>
> fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
> // End Ken 3of3
>
> //Spider's part one .
> //I decided the scene needed a sky.. I had planned on adding some mountains in the
bkg,
> but I didn't have my HF's left.. (damned)
> //The sky is very fuzzy and carootnish, a bit dark, but I like it...
> //If there is space later, I have a #declare foor a minor wood.... (Hmm... 24 trees,
*48
> (Gnarled trees.))
>
> #declare fast=false; //Set this to true to remove some skies. (Good for speed)
> #declare SkyOut = 20000; //outer
> #declare SkyIn = 15000; //inner
> #declare SkyScale = 270; //The scale.
> sphere { //Sky layer 1
> <0,0,0>,SkyOut
> hollow
> #if(fast=true) pigment { colour red 1 } #else
> pigment {
> bozo
> turbulence <0.70,0.4,0.7>
> octaves 3 omega 1/6 lambda 2.5
> color_map {
> [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600, 0.650>
]
> [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100, 0.200>
] }
> scale <3, 1, 3> scale SkyScale
> }
> rotate <clock*360, -clock*240, clock*120>
> #end
> }
>
> sphere { //Sky layer 2
> <0,0,0>, SkyIn
> hollow
> #if(fast=true) pigment { colour red 1 } #else
> pigment {
> bozo
> turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
> color_map {
> [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75, 0.75> ]
> [0.25 color rgbf 1] [1.001 color rgbf 1] }
> scale <6, 1, 6> scale SkyScale
> }
> rotate <clock*240, -clock*320, clock*180>
> #end
> }
>
> //End Spider 1
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Ah, nevermind. I'm tired and my additions are ending up too far away to see the
detail.
Ken Cecka wrote:
> I'm going to add a bit, should be done in a few hours...
>
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